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About this mod

Overhauls many of the games values to have a more balanced feel using CBT as a base reference (Also has an AI overhaul)

Permissions and credits
Most of the stock game had made numerous changes which deviated from the Classic BattleTech TableTop values. This Balance Overhaul mod is an attempt to correct those deviations as well as address a number of other balance issues (an AI overall). This is for those who want a balanced pace to the game but don't want to run a major overhaul like RT or BEX.

Gameplay Revisions
  • All stock weapons have been rebalanced for damage, heat, price and range values via Classic BattleTech values. *
  • Rares (+,++,+++) rarity scaled by number of pluses (+) and the buffs are scaled from the stock weapons whereas only +++ can match or even surpass some SLDF/LosTech (AC as an example where the +20 Dmg & +20Stab boon was originally across every calibre is scaled so that the AC20 receives the +20Stab/+20Dmg while AC10 is 10/10, AC5 is 5/5 and AC2 is +2 Stab/+2 Dmg.)
  • Pilot View/Radar ranges increased to accommodate for better medium range engagements
  • Stability damage on weapons has been scaled to afflict 40% of the weapons actual damage output **
  • Missiles accuracy was reduced to accommodate for the extra to hit roll in TableTop (by a value of 1 via direct los fire and 2 for indirect fire)
  • Pilots Tactical perk for indirect fire support was updated so that the max level retains the ability to nullify the indirect fire penalty
  • Pilots Piloting perk allows 3 extra evasive charges (up to the max of 6), bonus is 2+1 to give lighter Mechs a reason to stay on the field Mid-Late Game
  • Pilots perk Bulwark provides the same benefit as if the Mech seeked cover. 25% reduction instead of 50%. (Applicable only for version 1.4 and under)
  • All ammo bins have been tweaked to hold the correct # of rounds. (Some held less than what they were suppose to be providing)
  • Mech movement updated to use the correct heat values (Mechs were previously jumping around 60% the heat penalty and didn't generated 0 heat when moving. Now mechs will generate full Jump Jet heat, while moving generates half the heat value of a sprint)
  • Mech movement speeds updated to use Walking Points Value*24
  • Mech movement applies a -1 to hit value (An Ace pilot will avoid this if firing than moving.)
  • Mech movement to hit self on sprints is reduced from -4 to -2
  • Taught the AI to try & avoid turn stacking by allowing reserve actions for their turn phases
  • Gave the AI tunnel vision as not to retaliate on another Mech if a focused fire primary target is still set by fellow lance mates
  • Informed the AI about kiting so as to prefer to seek out it's engagements as a proper lance
  • Sent the AI to Mech Academy to learn about protecting weak sides & how to utilise terrain advantages
  • Store scrap values have been changed to closely match stock store mech prices. (Previously you could acquire a Mech 70% off by buying up scarp. Now mech scrap purchase prices fall in line with the games default store value minus 1 scrap cost to account for Yang having to assemble it when you already pay his wages) [Note this is set up for default 5 scrap pieces.]
  • Flamers are changed in that TT rules a player is to declares if they are doing heat OR damage values. Since that isn't an option in the game, flamers always deal heat damage. Ammo has been bumped to 100 (I crash the game when trying to make it unlimited like it is supposed to be).
  • Weapons that deal no physical mech damage in TT like Tag, Inferno, NARC, Flamers, etc. are set to deal a single point of damage due to engine restrictions that result in crashes if damage is set to null/0
  • Snub Nose PPC in TT is suppose to scale damage based on range of impact. In game this is not possible so the damage value was set to the maximum value.

*For those of you who want to check value changes and don't own the tech readouts you can also look up stuff on Sarna. The game scale set by the devs over TableTop values are as follows, Damage 5:1, Heat 3:1, Speed 24:1, Range 30m = 1Hex. So as an example; Medium Laser that would do 5 dmg giving 3 heat in TT translates to 25 dmg giving 9 heat into game with this mod.
**Autocannons 2 & 5 inflict stab damage at 80% & 60% of the weapons actual damage outputs. Changes on these two weapons is due to the limited engagement range in the game, by slightly bumping the stab values on these weapons players should get more 'snipping' opportunities from the increased called shots (Do note that the overall stab of these even after getting a bump up from 40% is still LOWER than stock game values.)

Try my other BattleTech Mods
CBT Balance Overhaul
Arano Flashpoint and Travel Unlock
BattleTech Extended HeatSinks Restored
Player Pilot Perks
OpFor AI Overhaul